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- Note vibrancy: gem opacity 0.8 -> slider-driven (default 0.92), NOTE_EMISSIVE_BASE 0.08 -> 0.22, lane guides scale with the slider, _applyVibrancy retints the live scene without a chart rebuild - Sparks (PORTED highway_3d, pool 96) at the struck key, colored by _timingHex/_classifyTiming (±100ms window, inner 40% = on-time; delta recovered from judgeHit's noteKey prefix — contract untouched); streak-scaled counts - Hit-line brightness kick on scored presses (exp(-t*6) decay, hitFx slider), folded into the existing pulse incl. the bloom damp gate - Settings: Hit sparks / Timing colours / Streak feedback + Hit feedback intensity + Note vibrancy sliders (keys3d_bg_*, live-applying) - Tests: classifier boundaries, noteKey time round-trip, FX defaults (26 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
113 lines
5.7 KiB
HTML
113 lines
5.7 KiB
HTML
<div role="group" aria-labelledby="keysh3d-heading">
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<h3 id="keysh3d-heading" class="text-sm font-medium text-gray-400 mb-2">3D Keys Highway</h3>
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<p class="text-xs text-gray-500 mb-3">
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Pick a song with keys notation (sloppak-spec §5.3) and choose
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<em>Keys Highway 3D</em> from the viz picker (Auto selects it for
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notation charts). The plugin auto-attaches to your MIDI keyboard;
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device, channel and transpose are configured from the player for
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now — this panel holds the graphics controls.
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</p>
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<!-- Graphics -->
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<div class="mt-3">
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<h4 class="text-xs font-medium text-gray-300 mb-2">Graphics</h4>
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<label for="keysh3d-fx-bloom" class="flex items-center gap-2 text-xs text-gray-300 cursor-pointer">
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<input type="checkbox" id="keysh3d-fx-bloom" checked
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onchange="window.keys3dSetFx && window.keys3dSetFx('bloom', this.checked)">
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Glow (bloom)
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</label>
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<p class="text-xs text-gray-500 mt-1">
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Soft light-bleed around the hit line, hit flames and consumed
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sustains. Applies live; turn off to reclaim GPU headroom on
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weak machines.
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</p>
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<label for="keysh3d-fx-sparks" class="flex items-center gap-2 text-xs text-gray-300 cursor-pointer mt-3">
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<input type="checkbox" id="keysh3d-fx-sparks" checked
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onchange="window.keys3dSetFx && window.keys3dSetFx('sparks', this.checked)">
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Hit sparks
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</label>
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<p class="text-xs text-gray-500 mt-1">
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A small particle burst on every scored key press, beside the
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pitch-colored flame.
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</p>
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<label for="keysh3d-fx-timing" class="flex items-center gap-2 text-xs text-gray-300 cursor-pointer mt-3">
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<input type="checkbox" id="keysh3d-fx-timing" checked
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onchange="window.keys3dSetFx && window.keys3dSetFx('timingFx', this.checked)">
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Timing colours
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</label>
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<p class="text-xs text-gray-500 mt-1">
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Tint the sparks by timing — on-time green, early cyan, late
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amber. Off = always green.
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</p>
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<label for="keysh3d-fx-streak" class="flex items-center gap-2 text-xs text-gray-300 cursor-pointer mt-3">
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<input type="checkbox" id="keysh3d-fx-streak" checked
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onchange="window.keys3dSetFx && window.keys3dSetFx('streakFx', this.checked)">
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Streak feedback
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</label>
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<p class="text-xs text-gray-500 mt-1">
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Spark bursts grow with your combo.
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</p>
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<label for="keysh3d-fx-hitfx" class="text-xs font-medium text-gray-400 mb-1 mt-3 block">
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Hit feedback intensity <span id="keysh3d-fx-hitfx-val" class="text-gray-500 font-mono">0.70</span>
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</label>
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<input type="range" id="keysh3d-fx-hitfx"
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min="0" max="1" step="0.05" value="0.7"
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oninput="window.keys3dSetFx && window.keys3dSetFx('hitFx', this.value); document.getElementById('keysh3d-fx-hitfx-val').textContent = parseFloat(this.value).toFixed(2)"
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class="w-full">
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<p class="text-xs text-gray-500 mt-1">
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Drives the hit-line brightness kick on scored presses. 0 turns
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it off.
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</p>
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<label for="keysh3d-fx-vibrancy" class="text-xs font-medium text-gray-400 mb-1 mt-3 block">
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Note vibrancy <span id="keysh3d-fx-vibrancy-val" class="text-gray-500 font-mono">0.85</span>
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</label>
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<input type="range" id="keysh3d-fx-vibrancy"
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min="0" max="1" step="0.05" value="0.85"
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oninput="window.keys3dSetFx && window.keys3dSetFx('vibrancy', this.value); document.getElementById('keysh3d-fx-vibrancy-val').textContent = parseFloat(this.value).toFixed(2)"
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class="w-full">
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<p class="text-xs text-gray-500 mt-1">
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Note-gem solidity and lane-guide strength — lower to see more of
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the keyboard through the notes.
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</p>
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</div>
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<script>
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(function () {
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'use strict';
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// Hydrate controls from stored config on first paint. Narrow the
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// try/catch to just the localStorage reads (drum_highway_3d
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// settings-hydration convention).
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try {
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// FX toggles (keys3d_bg_* — guitar-parity graphics controls).
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// Only explicit values override; absent/corrupt keys keep the
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// default (ON), matching screen.js readFxSettings.
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const hydrateFxBool = (key, elId) => {
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const raw = localStorage.getItem('keys3d_bg_' + key);
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if (raw === '1' || raw === 'true') document.getElementById(elId).checked = true;
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else if (raw === '0' || raw === 'false') document.getElementById(elId).checked = false;
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};
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hydrateFxBool('bloom', 'keysh3d-fx-bloom');
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hydrateFxBool('sparks', 'keysh3d-fx-sparks');
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hydrateFxBool('timingFx', 'keysh3d-fx-timing');
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hydrateFxBool('streakFx', 'keysh3d-fx-streak');
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const hydrateFxRange = (key, elId, valId) => {
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const n = parseFloat(localStorage.getItem('keys3d_bg_' + key));
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if (!Number.isFinite(n)) return;
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const v = Math.min(1, Math.max(0, n));
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document.getElementById(elId).value = String(v);
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document.getElementById(valId).textContent = v.toFixed(2);
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};
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hydrateFxRange('hitFx', 'keysh3d-fx-hitfx', 'keysh3d-fx-hitfx-val');
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hydrateFxRange('vibrancy', 'keysh3d-fx-vibrancy', 'keysh3d-fx-vibrancy-val');
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} catch (e) {
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console.warn('[Keys-Hwy3D settings] hydration failed:', e);
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}
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})();
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</script>
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</div>
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